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Uveso's long-term bugtracing #2045
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Another one to add to the list: EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0050dfd8 Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe Callstack: See also: https://forum.faforever.com/topic/2332/questions-about-performance/18 |
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Here's more for the list: #3235 |
Where did you obtain this information from?
I don't know how to approach these type of errors - if you have suggestions |
Where did you obtain this information from? |
@KionX That is a good find - great work. Here's a few more for this issue: Post: https://forum.faforever.com/topic/2488/constant-game-crashes-need-help-figuring-it-out/17 Error provided by game:
Error provided by client:
Post: https://forum.faforever.com/topic/2488/constant-game-crashes-need-help-figuring-it-out/16 Error provided by game:
Error provided by client:
Post: https://forum.faforever.com/topic/2488/constant-game-crashes-need-help-figuring-it-out/13 Error provided by game:
Error provided by client:
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I haven't studied them deeply, but all three are related to textures. |
Textures in what form? And could you record how you approach this? I'd like to learn about it :) |
It looks like the textures were not created. Possible lack of video memory. |
Dump file is undesirable, they are uninformative and inconvenient. |
How do you make that conclusion? And about the dump files - yes, they are inconvenient. But it is better to have one, then not have it at all. |
The replay did not show an error, there is no callstack addresses in the code. Perhaps it was a transition on a corrupted pointer. |
He has it quite often - I'll ask him to keep them coming. |
If someone plays on Linux, let them indicate this. |
@KionX @Garanas If you do targetEntity: GetBlueprint() when targetEntity is a "shield bubble" and not a unit the game crashes hard or sometimes just hanging the sim OverchargeProjectile = Class() {
OnImpact = function(self, targetType, targetEntity)
-- This will crash the game if targetEntity is the shield bubble and not the actual unit that has the shield
targetEntity:GetBlueprint()
end
...
}
Would be good if this is fixed so the game doesn't crash at least. Maybe the engine function GetBlueprint() should just return nil in this case. |
post: https://forum.faforever.com/topic/2569/patch-3721-hotfix-3722-hotfix-3723/33 EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0050dfd8 Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe Callstack: KionX already determined the cause of this - do we have an idea where / when this happens? |
post: https://forum.faforever.com/topic/2569/patch-3721-hotfix-3722-hotfix-3723/35 EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0050dfd8 Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe Callstack: |
I'll try and see if I can understand how to use that properly myself. |
I've looked at it for a bit and I do not understand how to get to the files in question. Could you record how you do it and share that with us through Zulip? Because I'd really like to understand how to analyze these hard-crashes. |
It's not all simple there. Enough for a whole lecture. |
I'm up for a lecture too 😄 But I'll take the automatic analyzer - that on its own would help a lot too. |
Persuaded. I'll try to make an auto analyzer first. |
You're a hero, can't wait to read up about it 😄 |
And another one: post: send private to me
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post: https://forum.faforever.com/topic/2586/game-crashing/3
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Yes. 0x0000005c is something like a null reference. |
Do you have a suggestion what to tell them in order to fix it? Re-install the game? |
Standard advices: I don't have any original advice. |
I see - I'll keep that list in mind |
While watching a live replay - what? At the end of the log:
Game did last 30 minutes. It finished when I tried again. |
Deserialized nil table key. This happened: log_15452867.txt |
No replay appears to be available. |
Similar #1445 (possibility: 32Bit memory full) |
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Issue with the tool that you've made is that I never get hard crashes when I test 😢 |
The replay did not show an error, there is no callstack addresses in the code. |
Issue with the tool that you've made is that I never get hard crashes when I test 😢 |
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I'll see if I can reproduce it with the probe |
This is again a problem with textures. When rendering the terrain. |
Could you be more specific, are there too many textures (decals)? Or is a texture corrupted? |
This unknown. I estimate this error based on indirect data. |
Sadly, they map they play is 'unknown' - I'd say it would be part to decipher the cause when that is the case? Found it: it is the co-op map Mind Games.
@KionX can you make sense out of this crash report? It says the SetRate function doesn't work but no pods were destroyed / created right before the crash |
Pointer to the unit 2097281 is being set to nil inside the callback |
Another one for the list:
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thanks for reporting the error. In case you have the error at 0x005f5d3e at least 2 times without mods, please report it back here. |
I am using this to track/link errors over longer time periods
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address
0x0213d267 #1803
0x023fde58 #1804
0x0047a820 #348
0x00598eec #1900
0x005f39f7 #1574 (Fixed.)
0x0067aa5f #318
0x006cbc63 #1375 (xrb0104)
0x008b94f0 #1559
0x00938ac8 #1117
0x0095854f #1445
0x009d7b75 #1467
GitHub gamebuild stability tests:
11.05.2017 (3676) part I #1969 result=perfect
12.05.2017 FAForever/deploy/faf (3677) #1971 result=stable
15.05.2017 FAForever/deploy/beta (3678) #1991 result=DEADLOOP
18.05.2017 master (3682) #2001 result=stable
29.05.2017 (3676) part II #2044 result=stable
05.06.2017 (3684) + PR AdvancedLeadTarget #2060 result=stable
06.06.2017 deploy/fafdevelop (3684) #2061 result=stable
Unknown/rare errors without error messages:
ERROR1 - count:4 last:06.Jun.2017
Freeze after transition screen while zooming to CDR.
(Transition screen is half on the way to fade out. ~50% alpha)
ERROR2 - count:3 last:13.May.2018
Crash to desktop while initiating AI Archetype
Last logline: info: *AI DEBUG: ARMY \0004\000: Initiating Archetype using SorianMainTurtle
Last logline: info: *AI DEBUG: ARMY \0001\000: Initiating Archetype using UvesoMainAdaptive
(Transition screen is half on the way to fade out. ~50% alpha)
ERROR3 - count:2 last:19.May.2018
Game Frozen after ACU kill.
Last logline: warning: ACU kill detected. Rating for ranked games is now enforced.
ERROR4 - count:1 last:05.Jun.2017
Game frozen in midgame, sound and sim still running, but UI/gfx is frozen
Last Update 30.Dec.2019
(no new errors since 06 / 2017)
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